Please help with verifying or updating older sections of this article. At least some were last verified for version 2.2.

This article is for the PC version of Stellaris only.

Every habitable planet has the potential of developing different kinds of intelligent beings that may, naturally or not, develop technologically. Sometimes, such beings reach a crucial point in their development that allows them access to FTL technology and, as a consequence, the ability to become full-fledged interstellar empires.

A species may or may not equate with an empire. At first every empire will be made up entirely of its original species but eventually, it may include other species through conquest, migration pacts or accepting refugees.

Note: A higher resolution image is available by clicking on the portraits.

Species identity

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At galaxy generation species are divided into species phenotype groups, parent species and sub-species.

Species phenotype groups are composed of species with similar observable characteristics, including its morphology or physical form and structure, its developmental processes and its biochemical and physiological properties.

There are, at the moment, 8 different species groups. In Stellaris, species phenotype group focus only on external characteristics and does not get into more biological details.

A parent species is the first spawned species of its kind (a kind is defined by its species portrait and name). A sub-species is created when a pop modification template is applied to a parent species or another sub-species and is considered to be the same species for the purposes of xenophobia, xenophilia and species rights.

Species within the same phenotype group will be less affected by xenophobia and xenophilia, with the effect increasing if they share the same portrait.

List of species phenotype groups

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A number of species are pre-defined, including the Humans of the Sol system. Each race will belong to one of the eight phenotype groups: Arthropoid (insect-like), Avian (bird-like), Fungoid (fungus-like), Humanoid, Mammalian, Molluscoid (invertebrates), Reptilian, and Plantoid (part of the Plantoids Species Pack DLC).

Each species have traits and ethics that can be selected, as well as homeworld preference. Traits and ethics are independent of the species or portrait selected, though players can, of course, use the portrait art as inspiration for their choices, adding to role-playing.

The first ruler of every empire can be customized. For non-humanoid species customization is limited to colors and possibly clothes, while some humanoid species feature hairstyle customization too. Humanoids are the only species group to feature differences in gender appearance. Humans, though Mammalian, appear in a separate phenotype (Humanoids).[1]

There is an option for player-defined species, complete with traits, ethics and government type to appear in the game as AI nations.

Note: The order of the portraits is meant to reflect their in-game order.

The Ratling portrait was first shown off at PDXCON 2018[2] and was released for free alongside the with the 2.1 (Niven) patch. It always appears for Ketling Empire galactic event, as well, as Racket caravaneers.

Reptilian

Slender #2

Normal #10

Massive #14

Slender #3

Normal #7

Massive #12

Normal #9

Massive #11

Normal #6

Normal #13

Slender #1

Normal #8

Slender #4

Massive #15

Slender #5

Reptilian #16

Reptilian #17

Note: The Gecko (Reptilian #16) portrait is part of the Cuties Portraits Pack, included in the Leviathans Story Pack DLC.

The Mantis Shrimp (Arthropoid #19) portrait was originally released with the Bradbury Multiplayer Beta Patch as an incentive for opting-in before being released officially as part of the 1.8 update. It is available to those who login to their Paradox account while in-game[5].